Vellron2005, on 10 November 2015 - 05:30 AM, said:
What kind of pre-WW2 weapons do you think exist in 3050?
If they couldn't do away with a recoiling cannon by 3050, then Battlemechs would really really suck..
Cockpit shake when jumpjetting is a thing only cose' its marginally logical that the vibrations of the jet engines or something would throw off your aiming hand. In truth, it doesn't make much sense for a 3050 warmachine.. Same with MASC.
When taking AC fire.. well, ok that's a little more beliveable that your mech would shake when hit by a high-velocity projectile. Still.. only marginally believable.
In truth there is absolutely no reason or logic I can think of to explain a 3050 cannon to shake a whole mech. None whatsoever. Don't even get me started on lasers..
And from a game mechanic point of view, it would make the game even more unimmersive, unrealistic and add another useless mechanic "for the sake of balance, TTK" or whatever...
Projectile weapons are necessarily going to produce recoil during their firing - it is a consequence of Newton's Third Law of Motion, and one can no more change this fact than one can change, say, the emission spectrum of atomic hydrogen.
Recoil damper systems (such as
hydraulic recoil mechanisms,
recoil buffers, and so on) can serve to reduce the overall impact of recoil on the vehicle or structure on which the weapon is mounted, but such recoil damper systems cannot prevent recoil from occurring at all, nor can they ever completely eliminate the effects of recoil (such that the vehicle/structure "feels" no recoil).
This even extends to the so-called "
recoilless rifle"/"recoilless gun" concept - "a type of lightweight tube artillery that is designed to allow some of the propellant gases to escape out the rear of the weapon at the moment of ignition, creating forward thrust that counteracts some of the weapon's recoil". Even then, "despite the name, it is rare for the forces to completely balance, and real-world recoilless rifles do recoil noticeably (with varying degrees of severity)".
On top of that, there are many examples of recoil being significant in BattleTech:
CBT Master rules specifically states on page 138 that the recoil of the Heavy Gauss Rifle is such that it can only be mounted in torso locations, and TechManual specifically states on page 218 that the recoil from the Heavy Gauss Rifle is enough to "destabilize the firing unit".
From
Classic BattleTech Starterbook: Wolf and Blake:
Quote
The LB 10-X autocannon in the Zeus’ left forearm belched fire and kicked, the recoil momentarily swinging the Zeus’ torso out of alignment.
From
Classic BattleTech Starterbook: Fist & Falcon:
Quote
All eighty-five tons of the BattleMaster shook with recoil as the Gauss rifle fired.
From
Blood of Heroes:
Quote
Alex waited for the targeting cross hairs to flash red, then hit the firing studs for both missile racks in quick succession. The Archer staggered under the multiple recoil of forty missiles streaking from the tubes
While BattleMechs may have advanced systems (the DI computer and its balancing protocols, together with the gyro) to keep them upright across uneven terrain and while under fire and can be equipped with additional optional systems to further assist in compensating for recoil (e.g. the targeting computer system and its integrated "recoil compensators" (
Tech Manual, pg. 238)), the instances cited above clearly demonstrate that the DI computer & gyro are actually rather limited in regard to being able to deal with recoil and even the latter, while improving upon the former's capabilities, is not enough to compensate in the most extreme of cases (HGRs/iHGRs, where the recoil is so extreme as to require a Piloting Skill Roll to keep the 'Mech from falling, in TT gameplay).
So, yes, recoil is still very much an issue for projectile weapons in 3050 (and beyond) & it is always going to be an issue for projectile weapons in reality, and recoil would very much have a good place in MWO.